Hi everyone! Over the last few months I've been maintaining a custom fork of libGL, but a few weeks ago I hit a corruption bug that I couldn't solve and decided to essentially tear the whole thing apart and put it back together again :grin: So, now it's *mostly* back together and it lives here: http...

Hi everyone! Over the last few months I've been maintaining a custom fork of libGL, but a few weeks ago I hit a corruption bug that I couldn't solve and decided to essentially tear the whole thing apart and put it back together again :grin: So, now it's *mostly* back together and it lives here: http...

I'll give that a go, but FWIW I'm 90% sure it'll work because mat_trans_single4 worked and that uses fr0-fr4. I wonder why there's such a mixture between the two sets of registers in those macros... EDIT: I think this is the problem! https://wiki.osdev.org/Inline_Assembly#Clobbered_Registers_List ht...

OK so I've narrowed it down to mat_trans_single3_nodiv_nomod. If I comment that line out, everything works as expected. If I replace it with mat_trans_single3_nodiv, or mat_trans_single3_nodivw it's still broken (contribution == 1,1,1,1) , but if I switch it with mat_trans_single4 then the contribut...

OK so here's a fun one that someone might be able to help me with: /* We ignore diffuse colour when lighting is enabled. If GL_COLOR_MATERIAL is enabled * then the lighting calculation should possibly take it into account */ GLfloat contribution [] = {0.0f, 0.0f, 0.0f, 0.0f}; GLfloat to_add [] = {0....

Hi! I've been busy refactoring libGL in my custom fork, and I'm experiencing a blending issue which also occurred in the upstream version, and I'm not sure I understand what's happening. Basically I have the following set of rendering steps: 1. Render a textured cube with alpha blending enabled 2. R...

BlueCrab, have you ever disabled depth writes with PVR commands directly? Looking at the code it seems that the depth.write flag is correctly set when compiling the polygon header - it just doesn't seem to work.

Has anyone ever seen glDepthMask working? I've followed the code all the way down into KOS and everything looks fine, yet it definitely seems like depth writes are happening even when I've disabled them

Hey, FWIW I've continued adding things to my fork here: https://github.com/Kazade/libgl/commits/master Feel free to cherry-pick what you like, some of the stuff I'm doing there is pretty opinionated (e.g. the dynamically growing vertex buffer) so you might not want all of it :D Just a quick question...

My game engine has a GL1 renderer which runs on both the PC, and Dreamcast which lets me compare behaviour between the two. I currently am trying to render a scene that does the following: - glDepthMask(GL_FALSE); - Render a textured background quad at z == 0 - glDepthMask(GL_TRUE); - Render a textu...